El has four Gishvit pets, I'll say this one is Dungeoneering cause that one is the most in need of training.

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El has four Gishvit pets, I'll say this one is Dungeoneering cause that one is the most in need of training.
Venomfist (Brawler Archetype)
Normally the alchemist class is where one goes for weird mutations and super science, but occasionally you get a few in other classes, like today’s archetype.
Whether it be by alchemical experimentation, some form of proto-shifter powers, or something else, some hand-to hand combatants weep poison from their skin, particularly when striking foes.
Such brawlers might be considered pariahs by those familiar with their powers, while others might take on stage names in arenas, either those that are unscrupulous enough to not care, or hiding the fact their blows cause more harm than their initial strike would seem to deliver.
At first, the venom they secret merely exacerbates the injury that they inflict on others, though their strikes somewhat lack potency.
As time goes on, however, the learn to make their poison last longer, though the stuff does not build up in the systems of their foes, never compounding the harm caused.
They also learn how to subtly alter the venom to debilitate in various ways, starting with minor effects to more major ones and even proper damage to physical attributes.
The poison becomes more pernicious over time as well, requiring longer periods of resistance to stave off.
While their initial output isn’t as impressive as a brawler of their level, their ability to impose conditions and the potential for continuous damage does mean they can be adaptable combatants that make foes easier to deal with for themselves and the party, making this a useful tank and suppressor archetype. What’s very interesting is that this archetype represents one of the few times where a poison effect deals hit point damage in Pathfinder. Just remember that they are much less effective against foes immune to poison.
General assumptions would conclude that someone with this power set would be cunning and devious in their behavior, but it’s important to remember that it’s possible that they did not choose these powers. They might see themselves as more pragmatic, or perhaps dislike their toxic powers.
A well-reputed doctor has put a bounty on a strange book-like outsider called a gishvit, which is capable of absorbing and recording knowledge. The doctor wants the creature dead, or captured alive without the collector’s reading the interior, lest his research into poisonous skin be brought to light.
Called Alleria the Anemone by her allies and enemies, the merfolk fistfighter is famous for her strange ability to envenom those she boxes, leaving them barely able to move, which can be a death sentence in the depths. She never reveals how she got this ability, however, keeping it a closely guarded secret.
Ruhkallan is home to an underground fight pit, one that is infamous for using every dirty trick in the book, including combat styles deemed forbidden by reputable schools, including the hungry ghost technique, and the lethal venomfist.
Sage (Familiar Archetype)
While most all familiars are blessed with incredible intellect for their kind, their mage typically remains the more intelligent and knowledgable of the pair.
The familiars known as sages, however, focus specifically on intelligence and knowledge, adding their knowledge to the mage’s own.
Exactly how and why this occurs may vary. Witches and shamans with patrons or spirits associated with knowledge may be supported by familiars or spirit animals that act as living conduits to the vast intellect of those otherworldly beings. Meanwhile, wizards and the occasional sorcerer or other class may be using them as a similar conduit, or perhaps establish this variant bond as a form of study aid, their familiar absorbing information at an accelerated rate, able to recount it to their master later.
Regardless, these mystically-imbued beasts can prove a boon to those in need of knowledge.
Sage familiars grow in intellect at an accelerated rate, but their supernatural durability is much slower to develop.
Additionally, their knowledge grows as the mage grows, allowing them to be fairly competent in terms of knowledge and perhaps other skills as well.
A simple archetype, but also one that can help your wizard character succeed a lot more knowledge checks with their limited skill rank pool than most, letting the familiar roll alongside the wizard. Furthermore, their increased skill ranks allow them to be more competent at other skills as well, which can be used in various ways, such as lookouts, dexterous disablers of devices, and so on. With than in mind, remember to pick a familiar based on how you plan to use it.
Sage familiars already behave very differently than most creatures of their species, but I imagine that these in particular act with a cunning and maturity beyond their age, being slow, but decisive, when acting. Alternately, their knowledge could go to their head and they could be precocious and egotistical.
Looking very much the part, loremaster Nerrik’s new familiar is a gishvit, an extraplanar multi-legged book. Like most of its kind, this gishvit feeds on information absorbed from other creatures, but thanks to the bond, it retains much of it, making it an excellent spy for its master.
Unapologetic for her interest in the arcane, the hobgoblin Bashaa chose to exile herself far from all civilization to continue her studies. Luckly, her owl familiar seems to have an uncanny knowledge of the arcane secrets she seeks hidden in his mind, leaving only the most exotic lore beyond her grasp for now.
Having stumbled into a wizard’s tower by arcane accident, the party must find their way out amid the strange trinkets and magical traps. The wizard himself is absent, but his familiar, a hedgehog name Barpholomul, could guide them out, but that would require a spell for communicating with animals and convincing him that the party are only intruders by accident.